| 11-12-2003, 06:13 PM | #1 |
hi guys...any idea how to creat a nuclear lunch like the ghosts do in starcraft ? The skill shall go like that : the ghost has to uncover if he s invisible- he aims the target.(red spot or light at the target)... then there comes the sound : nuclear lunch detected and then after 10 seconds ( the ghost can't move during that time....if he does the spell has failed) a big rocket falls slowly down from the sky and when hitting the ground explodes in a screenfilling explosion dealing a huge amount of damage to hostile creatures.... + ghost has to get bounty for killing enemies as normal.... .... pretty hard to make i guess .... :/ |
| 11-12-2003, 06:43 PM | #2 |
Sounds pretty easy. I'd edit Flame Strike, calling it Nuke and giving it a 10 second casting time. E: Unit begins casting an ability C: Unit type = Ghost Ability being cast = Nuke A: Remove stealth ability from Casting Unit Pause Casting Unit E: Unit begins the effect of an ability C: Unit type = Ghost Ability being cast = Nuke A: Unpause Ghost Give stealth ability to casting unit Naturally, you'll want to change the artwork of Flame Strike to be more appropriate. |
| 11-12-2003, 07:10 PM | #3 |
yea thx...sounds kewl... i ll test that..... |
| 11-12-2003, 09:53 PM | #4 | |
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Well I don't know if you meant to change this from starcraft, but in starcraft the ghost doesn't come out of its invisible state when launching a nuke (unless it happens to run out of mana or something). |
| 11-12-2003, 10:00 PM | #5 |
Oh, right, I forgot - you're correct; they just stand there helplessly should they get discovered. |
| 11-12-2003, 10:03 PM | #6 |
Yeah, I actually made a similar ability for a ghost in one of my maps, he had cloak / nuke but the problem was I didn't really find out a good way to implement building nukes or buying nukes or w.e to enable the ability. |
| 11-12-2003, 10:11 PM | #7 |
That's not a problem - give the nuke silo building a unit production ability to create a "nuke." The "nuke" doesn't have to do anything, but it has to cost 200/200. Have a trigger remove any "nukes" that enter the map, and add 1 to a variable count of Active nukes. Then, whenever a nuke gets "launched," lower active nukes by 1, create a flare effect over the nuke silo, and voila. |
| 11-12-2003, 10:30 PM | #8 | |
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Yum... Nuclear Lunch... Well for an added effect, you might want to have the special effect of the flare shooting up from the silo. hehehe. |
| 11-13-2003, 12:03 AM | #9 | |
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There is only 1 problem with that, you could have 1 nuke silo build multiple nukes. Once the silo finished building the nuke take away its ability to make them. Then it would be perfect. |
| 11-13-2003, 12:52 AM | #10 |
Ecch. This is why it takes me at least 3 times to get any triggers correct on my own map. Nice idea, but no follow through on getting 'em complete. :ggani: |
| 11-13-2003, 04:50 AM | #11 |
I made a great nuke simulation once.... Il find it for you and post it |
| 11-13-2003, 03:46 PM | #12 |
that would be great thx :D |
| 11-13-2003, 07:01 PM | #13 |
| 11-13-2003, 07:36 PM | #14 |
omg, dark, ur nuclear strike looks so coooooool may i put it into my map ? |
